This function calculates the velocity of an offset position on a bone / socket over time. The bone's / socket's motion can be expressed within a reference frame (another bone / socket). You need to hook up a valid PositionHistory variable to this for storage.
Target is Kismet Animation Library
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In
Exec
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Delta Seconds
Float
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The time passed in seconds |
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Component
Skeletal Mesh Component Object Reference
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The skeletal component to look for the bones / sockets |
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Socket or Bone Name
Name
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The name of the bone / socket to track. |
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Reference Socket or Bone
Name
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The name of the bone / socket to use as a frame of reference (or None if no frame of reference == world space). |
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Socket Space
ERelativeTransformSpace Enum
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The space to use for the two sockets / bones |
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Offset in Bone Space
Vector
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The relative position in the space of the bone / socket to track over time. |
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History
Position History Structure (by ref)
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The history to use for storage. |
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Number Of Samples
Integer
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The number of samples to use for the history. The higher the number of samples - the smoother the velocity changes. |
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Velocity Min
Float
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The minimum velocity to use for normalization (if both min and max are set to 0, normalization is turned off) |
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Velocity Max
Float
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The maximum velocity to use for normalization (if both min and max are set to 0, normalization is turned off) |
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Easing Type
EEasingFuncType Enum
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The easing function to use |
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Custom Curve
Runtime Float Curve Structure (by ref)
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The curve to use if the easing type is "Custom" |
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Out
Exec
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Return Value
Float
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